Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 11 |
Since 2006 (last 20 years) | 20 |
Descriptor
Source
Author
Amato, Carlo A. | 1 |
Ault, Marilyn | 1 |
Beach, Richard | 1 |
Bell, Martie | 1 |
Brad A. Dufrene | 1 |
Busuttil, Leonard | 1 |
Campbell, Narelle | 1 |
Caperton, Idit Harel | 1 |
Chairany, Sitie | 1 |
Chang, Chun-Yen | 1 |
Chen, Shih-Yeh | 1 |
More ▼ |
Publication Type
Journal Articles | 18 |
Reports - Research | 12 |
Reports - Descriptive | 6 |
Collected Works - Proceedings | 1 |
Information Analyses | 1 |
Reports - Evaluative | 1 |
Education Level
High Schools | 20 |
Secondary Education | 13 |
Middle Schools | 10 |
Higher Education | 5 |
Junior High Schools | 5 |
Grade 9 | 4 |
Elementary Secondary Education | 3 |
Elementary Education | 2 |
Grade 10 | 2 |
Grade 11 | 2 |
Postsecondary Education | 2 |
More ▼ |
Audience
Teachers | 1 |
Location
Indonesia | 2 |
Texas | 2 |
Turkey | 2 |
United States | 2 |
Africa | 1 |
Armenia | 1 |
Asia | 1 |
Australia | 1 |
California | 1 |
Canada | 1 |
China | 1 |
More ▼ |
Laws, Policies, & Programs
Higher Education Act 1980 | 1 |
United Nations Convention on… | 1 |
Assessments and Surveys
Program for International… | 2 |
Texas Essential Knowledge and… | 1 |
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 1 |
Meets WWC Standards with or without Reservations | 1 |
Tsai, Jen-Che; Chen, Shih-Yeh; Chang, Chun-Yen; Liu, Shiang-Yao – Education Sciences, 2020
This article reports the design of a scientific board game, named "Element Enterprise Tycoon" (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in…
Descriptors: Games, Chemistry, Science Instruction, Teaching Methods
Chitiyo, George; Lastres, Marlana; Simone, Kinsey; Zagumny, Lisa – Journal of Global Education and Research, 2023
The purpose of this study was to determine differences in students' perceived benefits of chess by gender and age after being exposed to chess during instruction for an entire academic year as part of a Chess in Schools initiative in a southeastern state of the United States. Data were collected during the 2017-2018 academic year. The sample…
Descriptors: Student Attitudes, Games, Gender Differences, Age Differences
Moore, Leigh; Campbell, Narelle – Student Success, 2020
This practice report describes how escape rooms have been used by one Australian university to successfully engage with high-school students who reside in areas of relative socio-educational disadvantage. We discuss how the escape room approach aligns with Lizzio's "Five Senses of Success" and offer recommendations for further use and…
Descriptors: High School Students, Games, Educationally Disadvantaged, Economically Disadvantaged
W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Brad A. Dufrene – Journal of Positive Behavior Interventions, 2020
Disruptive behavior (DB) negatively affects the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Group contingency interventions, such as the Good Behavior Game (GBG), are often used classwide to provide teachers with evidence-based management strategies…
Descriptors: Behavior Problems, Student Behavior, High School Students, Grade 9
Recent Developments on Related Studies of the "Mozart Effect" Phenomenon on Social Learning Behavior
Pelayo, Jose Maria G., III. – Online Submission, 2019
After a five (5) day observation period and successfully documenting the current dynamics of high students in the academic and social settings before the exposure to Mozart's music, the researcher continues with a twenty (20) day observation period of the same participants in their respective environments while exposed to Mozart's music. Before…
Descriptors: Classical Music, Social Development, Emotional Development, High School Students
Busuttil, Leonard; Formosa, Marquita – Informatics in Education, 2020
This paper investigates unplugged computing as a formal pedagogical strategy to teaching computing to a Maltese secondary class of Year 9 students. It aims at identifying the effectiveness of this pedagogy outlining the strengths and weaknesses in its application, taking into consideration the level of attainment for students, as well as the…
Descriptors: Foreign Countries, Computer Science Education, Grade 9, Secondary School Students
Pratiwi, Ika; Putri, Ratu Ilma Indra; Zulkardi – Journal on Mathematics Education, 2019
This study aimed to produce a set of PISA-like mathematics problems content of uncertainty and data using long jump context in Asian Games that were valid, practical and had potential effects on the ability of the students' mathematical literacy. This study used the design research method of development studies type in two stages, preliminary and…
Descriptors: High School Seniors, Mathematics Skills, Problem Solving, Athletics
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce – International Journal of Game-Based Learning, 2016
Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…
Descriptors: Middle School Students, Educational Games, Grade 9, Games
Henninger, Mary L.; Richardson, Karen Pagnano – Strategies: A Journal for Physical and Sport Educators, 2016
Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…
Descriptors: Physical Education, Games, Play, Student Experience
Tas, Ibrahim – Universal Journal of Educational Research, 2017
This research examined the relationship of Internet addiction and gaming addiction with school engagement and effects of Internet addiction and gaming addiction on school engagement. The research was conducted with 365 students (140, 38.4%, males; 225, 61.6%, females) studying at an Anatolian high school in Gaziantep province. Personal Information…
Descriptors: Adolescent Attitudes, Internet, Addictive Behavior, Games
Veloo, Arsaythamby; Md-Ali, Ruzlan; Chairany, Sitie – Malaysian Journal of Learning and Instruction, 2016
Purpose: This paper was part of a larger study which looked into the effect of implementing Cooperative Teams-Games-Tournament (TGT) on understanding of and communication in mathematics. The study had identified the main and interaction effect of using Cooperative TGT for learning mathematics in religious secondary school classrooms. A…
Descriptors: Foreign Countries, Cooperative Learning, Teamwork, Games
Bell, Martie – Strategies: A Journal for Physical and Sport Educators, 2011
In response to a lack of active participation by students in physical education, the Ultimate Flag Games curriculum was created and has thrived in the decades since its inception. The curriculum has been successful at the middle school, high school, and higher education levels. This article introduced the curriculum, different games, and rules and…
Descriptors: Physical Education, Student Participation, Learner Engagement, Educational Strategies
Eliciting Engagement in the High School Classroom: A Mixed-Methods Examination of Teaching Practices
Cooper, Kristy S. – American Educational Research Journal, 2014
This case study analyzes how and why student engagement differs across 581 classes in one diverse high school. Factor analyses of surveys with 1,132 students suggest three types of engaging teaching practices--connective instruction, academic rigor, and lively teaching. Multilevel regression analyses reveal that connective instruction predicts…
Descriptors: Teaching Methods, High School Students, Learner Engagement, Regression (Statistics)
Kranz, Sharie R.; Amato, Carlo A.; Freudenthal, Eric A. – Mathematics Teaching in the Middle School, 2013
In this culture of instantaneous technology, students are familiar with immediate feedback. To maintain student engagement, it is vital for teachers to create similarly interactive experiences. Student-centered instruction is important in connecting students to key mathematical concepts. If the connection is not obvious, they may be unaware of…
Descriptors: Feedback (Response), Learner Engagement, Interaction, Mathematics Instruction
Edgerton, Mary Allen – Learning Disabilities: A Multidisciplinary Journal, 2010
What this author admired most about Sally Smith was the fact that she was a visionary about people and what they could accomplish. She saw more potential in a person--young or old--than anybody or even they themselves, frankly, had ever even considered possible. She was a genius at seeing the potential in people, expecting them to find it in…
Descriptors: Graduate Students, Gifted, Learning Disabilities, Teaching Methods
Previous Page | Next Page ยป
Pages: 1 | 2